updated version, added 'singleObjectQuery' preliminary collision query (convex cast etc)
added filtering for raycast, thanks Jacky_J const propagated through a few files added btHeightfieldTerrainShape.cpp to cmake buildsystem
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@@ -53,9 +53,9 @@ subject to the following restrictions:
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* Bullet has been designed in a modular way keeping dependencies to a minimum. The ConvexHullDistance demo demonstrates direct use of btGjkPairDetector.
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*
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* @section copyright Copyright
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* Copyright (C) 2005-2006 Erwin Coumans, some contributions Copyright Gino van den Bergen, Christer Ericson, Simon Hobbs, Ricardo Padrela, F Richter(res), Stephane Redon
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* Copyright (C) 2005-2007 Erwin Coumans, some contributions Copyright Gino van den Bergen, Christer Ericson, Simon Hobbs, Ricardo Padrela, F Richter(res), Stephane Redon
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* Special thanks to all visitors of the Bullet Physics forum, and in particular above contributors, Dave Eberle, Dirk Gregorius, Erin Catto, Dave Eberle, Adam Moravanszky,
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* Pierre Terdiman, Kenny Erleben, Russell Smith, Oliver Strunk, Jan Paul van Waveren.
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* Pierre Terdiman, Kenny Erleben, Russell Smith, Oliver Strunk, Jan Paul van Waveren, Marten Svanfeldt.
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*
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*/
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@@ -66,6 +66,7 @@ subject to the following restrictions:
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class btStackAlloc;
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class btCollisionShape;
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class btConvexShape;
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class btBroadphaseInterface;
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#include "../../LinearMath/btVector3.h"
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#include "../../LinearMath/btTransform.h"
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@@ -208,7 +209,7 @@ public:
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/// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
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/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback);
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback, short int collisionFilterMask=-1);
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/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
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/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
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@@ -217,7 +218,14 @@ public:
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback);
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RayResultCallback& resultCallback, short int collisionFilterMask=-1);
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/// objectQuerySingle performs a collision detection query and calls the resultCallback. It is used internally by rayTest.
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static void objectQuerySingle(const btConvexShape* castShape, const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback, short int collisionFilterMask=-1);
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void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
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